View Full Version : [PEACH] The Priest [3.5, WIP]

Morph Bark
2011-11-15, 06:50 PM
I wanted to find a balance point between the Healer and the Cleric and not have to revert to simply tacking on Turn Undead and Domains on a Healer. Therefore this class, which will be slightly campaign setting-specific in a campaign setting in progress, though it isn't really felt in the crunch, therefore making the class useable in any other setting just as well.

The Priest
Image by Damascus 5 (http://damascus5.deviantart.com/art/Priest-of-Urabrask-MTG-212051027?q=boost%3Apopular%20priest&qo=2)
ďAll are but parts of one stupendous whole, whose body Nature is, and God the soul.Ē

~ Alexander Pope

Abilities: Wisdom is the priestís casting ability and therefore his most important one. Constitution is important for everyone and Charisma can make his healing better.
Alignment: Priests can be of any alignment. They must be within one step of their god on each axis (E.G., a Priest of a Lawful Good god could be Lawful Neutral, Lawful Good, Neutral Good, or True Neutral. They may not be evil or chaotic). Priests devoted to an entire pantheon may generally be of any alignment, as dictated by their particular pantheon. Gods may individually restrict allowed alignments for their priests.
Hit Die: d6

Class Skills: The priestís class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Skill Points at 1st Level: (4 + Intelligence modifier)*4
Skill Points at Each Additional Level: 4 + Intelligence modifier

The Priest
{table=head]Level|Base Attack Bonus|Fort/Will Save|Ref Save|Special|{colsp=10}Spellcasting


+0|Healing hands, turn undead|3|2|-|-|-|-|-|-|-|-


+1|Advanced learning|4|4|-|-|-|-|-|-|-|-


+1|Domain empowerment|5|4|2|-|-|-|-|-|-|-

+2|Empowered divinity, extra domain|5|4|3|1|-|-|-|-|-|-

+2|Advanced learning|6|4|4|2|-|-|-|-|-|-


+3|Domain empowerment|6|4|4|4|2|-|-|-|-|-

+3|Divine reach|6|4|4|4|3|1|-|-|-|-

+3|Advanced learning|6|4|4|4|4|2|-|-|-|-


+3|Domain empowerment|6|4|4|4|4|4|2|-|-|-

+3|Maximized divinity|6|4|4|4|4|4|3|1|-|-

+3|Advanced learning|6|4|4|4|4|4|4|2|-|-

+3|Spellrider (Extend)|6|4|4|4|4|4|4|3|1|-

+3|Domain empowerment|6|4|4|4|4|4|4|4|2|-


+3|Advanced learning|6|4|4|4|4|4|4|4|4|2

+3|Divine burst, new life|6|4|4|4|4|4|4|4|4|3[/table]

Weapon and Armor Proficiencies: Priests are proficient with all simple weapons and their godís favoured weapon. They are proficient with light and medium armor, but not with shields.

Spellcasting (Ex): A priest casts divine spells, which are drawn from the priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Wisdom modifier.

Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Priest. In addition, he receives bonus spells per day if he has a high Wisdom score.

Priests meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A priest can't cast spells of an alignment opposed to his own or his god's (or spells of an alignment not allowed by his pantheon). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Domains: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. Priests who worship a pantheon start off having access to a single domain as determined by the pantheon they worship, but priests who worship a god start off having access to two domains as determined by their god. However, they may change any domains they have access to once every day by praying for an hour to different domains that their god or pantheon can grant them access to. He may do this simultaneously with his spell preparation.

Domains that grant class skills as a domain power that are already on the priest list of class skills instead grant the priest the Skill Focus feat for that skill. If the domain power also grants that feat or the priest already has that Skill Focus feat, the priest gains a +2 competence bonus to that skill.

At level 6 a priest gains access to one extra domain.

Healing hands (Ex): Whenever a priest casts a spell that cures hit point damage, he adds his Charisma modifier to the amount of damage healed. This only applies to his priest spells, not spells he can cast by virtue of having levels in other spellcasting classes.

Turn/rebuke undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.

A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral priest of a neutral god must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed, except through a Ritual of Initiation.

A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Familiar (Ex): A priest can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The priest chooses the kind of familiar he gets. As the priest advances in level, his familiar also increases in power.

A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Advanced learning (Ex): At 3rd level and every 4 levels thereafter, the priest may add a single spell from the cleric list to his priest spell list.

Domain empowerment (Ex): At 5th level and every 4 levels thereafter, the priest increases the potency of his domain granted powers. He must choose one of his domains for this purpose. A domain may be chosen more than once.

Empowered divinity (Su):

Spellrider (Su):

Divine reach (Su):

Maximized divinity (Su):

Divine burst (Su):

New life (Sp):

0--create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue.
1st--bane, bless, bless water, cure light wounds, curse water, detect Taint*, detect undead, endure elements, inflict light wounds, protection from Taint*, remove fear, remove paralysis, resurgenceCD, sanctuary, shield of faith, lesser vigorCD.
2nd--aid, bearís endurance, blindness/deafness, bullís strength, calm emotions, consecrate, contagion, cure moderate wounds, delay poison, desecrate, eagleís splendor, gentle repose, inflict moderate wounds, owlís wisdom, remove blindness/deafness, remove disease, resist energy, lesser restoration, shield other, undetectable alignment.
3rd--bestow curse, close woundsMiniHB, create food and water, cure serious wounds, dispel magic, glyph of warding, inflict serious wounds, locate object, magic circle against Taint*, magic vestment, neutralize poison, poison, protection from energy, remove curse, resist energy (mass), restoration, status, vigorCD, vigor (mass lesser)CD, visage of the deity (lesser)CD.
4th--cure critical wounds, cure light wounds (mass), death ward, freedom of movement, inflict critical wounds, inflict light wounds (mass), panaceaMiniHB, resurgence (mass)CD, weapon of the deity[sup]CD[/sip].
5th--atonement, break enchantment, commune, cure moderate wounds (mass), dispel Taint*, hallow, inflict moderate wounds (mass), raise dead, revivifyMiniHB, stone to flesh, true seeing, unhallow, vigor (greater)CD.
6th--bearís endurance (mass), bullís strength (mass), cure serious wounds (mass), dispel magic (greater), eagleís splendor (mass), energy immunity, harm, heal, heroesí feast, inflict serious wounds (mass), owlís wisdom (mass), regenerate, restoration (greater), vigorous circleCD.
7th--bestow curse (greater)CD, cure critical wounds (mass), inflict critical wounds (mass), repulsion, resurrection.
8th--death pactCD, discern location, holy aura, harm (mass), heal (mass), unholy aura.
9th--foresight, gate (travel only), soul bind, true resurrection, visage of the deity (greater)CD.

*In other campaign settings, replace these with detect chaos/evil/good/law, protection against chaos/evil/good/law, magic circle against chaos/evil/good/law and dispel chaos/evil/good/law, as appropriate to the priestís alignment.

Morph Bark
2011-11-15, 06:52 PM
(In progress)


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